Other Metagames Realm of Steel Monotype Team

Steel is my favorite type and I put a hella lot of work into this team, this was made a couple months ago so I'm sure there is room for improvement miiright?​


I did make another rmt offsite but I wanted to post here to get looked at from fresh eyes, Just made minor changes to descriptions, and if you want to see and the original and others reviews although nothing much has changed here is de link

NOT USING BISHARP I DESPISE THAT THING WITH A PASSION.​

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Steel is the best Defensive typing in the game, why? Because how well it meshes with other types. It provides good defensive synergy, while having the most appealing pokemon in it Imo. This is the team I've used to ladder During the mega sable eye suspect, It feels very rewarding to use but it will lose to stall water because of Scald/my 5 physical attackers and has some problems with Flying, fighting, and balanced Electric. On the flip-side this team dances all over Ice, Physic, Ghost, Rock, Fire, Fairy, and Bug, Dragon, and Normal. it's guaranteed a good matchup 80% of the time. After tons of trial and error I managed to tailor it to suit the meta.


Threat list:

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<Calm mind/sub Keldeo + mega gyarados, poliwrath, Breloom(fighting mono only) + infernape> Steel has no to answer keldeo that has already set-up and mega gyarados can take whatever I throw at it. best bet is just to switch in to scizor and u-turn to excadrill, but you will have to predict if gyarados will mega evolve or not. For Keldeo keep clicking on earthquake and use SD in scizor in a tight spot, maybe the 30% burn chance won't screw you over. Also you can bluff choice scarf magnezone and go for substitute. For poliwrath just lead with mag and bluff choice scarf. Literally nothing can be done about its bulk-up waterfall set in any other way, otherwise I will get hard bodied. A good player will predict the mawile switch-in and circle throw. Starting to realize so many teams are weak to these pokemon. For spore punch breloom, its best to put brozong to sleep and leave doublade to wall it out. For infernape you have to sack something or just eq with brozong and kill it off with priority and chip damage. sleep talk can be used on doublade if that offensive core is too much of a problem. Lanturn from what I've seen gets paired up with cleric support, even without it, it's still annoying hp grass by mag only 4hko and it prevents mag from using charge beam. It would be wise to save drill for it or wait till it is the last mon left and hit with metal sound.


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<Bisharp + Skarm> +2 lo suckerpunch and spikes phazing is hard to play around but it can be done. Can use rapid spin on exadrill to alleviate pressure.

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<Landorus Incarnate + hippowdon> landorus-I with sheer-force can 2hkos mega scizor and 1hko heatran with focus blast. hippowdon can eq everything and phaze my set-up sweeprs. brozong can use levitate to help against this match-up

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<mega sable eye + Scrafty/Hoopa>
Hoopa with the right move set can blow this team up. fire punch renders scizor ineffective against it, without defense drop. Mega sable eye + scrafty can pressure mawile to the brink of death and I could potentially get overrun.

Team buidling process:

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Basically used cobalion to give me a speedy swords dance sweeper, but he seems to passive without any prior set-up and didn't provide much defensive synergy since fighting is really bad for that. It also had a hard time plowing through teams like doublade does. I thought magnet rise could help me out with ground teams but ground has too many to good walls and it hardly gets the chance to set up a sub. If i were to use lum berry it would lack power. cobalion is a pokemon that looks on paper but in practice it falls flat. Doublade was much more tankier and covered a lot more things.

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Registeel: I used registeel as a mixed wall, since it has some very good 80/150/150 which is preferably to my liking. His role was mainly just to set up rocks, thunderwave, or toxic everything, then rest up to stall. seismic toss is a nice filler move that could help break through subs and bypass will-o-wisp. registeel was also too passive, it needs too much team building support to shine and didn't help cover any of my weaknesses. it was a fatmon with no offensive pressure because it is pure steel and i really needed something to cover multiply roles.

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Replaced Registeel with skarmory and decided to make brozong a special wall with heatproof.
shed shell Skarm would give me another ground resist and help with other steel teams. it was good for awhile but I realized I already had a physical wall with doublade and spike stacking was rarely making a difference because most teams carry defog or magic bounce support. spike stacking shouldn't be used instead of SR for this team, skarm doesn't have the leeway to run both. This is a balanced team not hyper offense. Don't see why I need a ground immunity with balloon, mega scizor and possibly levitate surely there can be exceptions.


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SuperBug (Scizor) @ Scizorite
Ability: Light Metal
Shiny: Yes
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Knock Off
- U-turn

Disturbed (Bronzong) @ Mental Herb
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
IVs: 0 Spe
- Toxic
- Stealth Rock
- Earthquake
- Gyro Ball

ChromeDome (Magnezone) @ Leftovers
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Substitute
- Thunderbolt
- Hidden Power [Grass]
- Metal Sound

Over 9000 Degreez (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Hidden Power [Ice]
- Stone Edge



Mole Tatics (Excadrill) @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- X-Scissor
- Earthquake
- Iron Head

BloodLust (Doublade) @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Sacred Sword

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Viirus/Super Bug (Scizor) @ Scizorite
Ability: Light Metal
Shiny: Yes
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn


This is a fantastic mega to build around with a perfect typing, it can perform the role of a Wall and Set-up sweeper in one. It Strengths Far outweigh it's downside, it can tank any hit nicely if it's not Super-effective so any defensive's holes are covered. Scizor completely decimates Fairy, Ice, and physic teams, and wall out entire teams that don't have a answer to it. 44 atk evs gets it enough offensive prowess so I just put the rest in defenses, 200 spd to check gengar and the 16 with impish to round out the bulk. U-turn is for momentum and necessary scouting to make outplays. The star of the team it puts in the most work. It's the best mega steel has currently.

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Disturbed @ Mental Herb
Ability: Heatproof
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Earthquake/Grass knot
- Stealth Rock
- Toxic
- Gyro Ball

Sure i could use another ground resist but using heatproof brozong in combination with Doublade means guaranteed win vs fire mono. This set was specifically made for taunt Infernape and to live a fire blast from charizard Y. Earthquake is for Magnezone and toxic to stall out bulky water and ground types. It also makes an excellent switch into T-wave pokemon because of gyro ball. I would consider this the glue of the team as it prevents it from getting overrun and provides much needed utility. Grass knot and levitate should be used if you know your going up against a ground mono. Also watch out for knock off mamoswine
252 SpA Mega Charizard Y Fire Blast vs. 252 HP / 252+ SpD Heatproof Bronzong in Sun: 204-242 (60.3 - 71.5%) -- guaranteed 2HKO after Leftovers recovery

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Over 9000 Degreez (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Hidden Power [Ice]
- Stone Edge


Heatran is an Essential Win condition because helps bypass physical walls like skarmory, gliscor, Ferrothorn, and sableye . With Air ballon I can take on Dragon monos and opposing steel mons with ease. Hp Ice is to hit Dragons 4 times weak, Garchomp is going to use Sr 90% of the time so it makes an excellent lead vs dragon. Heatran Prevents me from getting sweeped by Volcarona and scarfed eq users. Do not lose air ballon Prematurely as it will cost you the game, Heatran is a great user to sponge will-o-wisp. I don't need flash cannon due to already having so much steel coverage. basically heatran is a staple on steel, without it steel wouldn't be viable because of V-create spam. 52 evs can be put in special defense if you want tran to live a focus blast from modest charizard y.

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om nom nom/futakuchi-onna(Mawile) @ Life Orb
Ability: Sheer Force
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Fire Fang
- Iron Head
- Play Rough
- Sucker Punch/ThunderWave

I like having a fairy on my steel teams to deal with Scarfty and Sable-eye. It has an excellent Steel/Fairy typing and has enough coverage to hit all things neutrally. This set is meant to wallbreak, as it is very frail it needs evs invested in hp so it is not dead weight by getting one shotted all the time. I can use scizor as a pivot to bring mawile in and the extra priority doesn't hurt but thunderwave can be used for speed control. Mawile can replaced with mag to help with water matchup(set inside import) Credit to Anthrix for mag set.
Also mawile provides a one time switch into hoopa which should be noted. 252 Atk Hoopa Unbound Hyperspace Fury vs. 252 HP / 4 Def Mawile: 109-129 (35.8 - 42.4%) -- guaranteed 3HKO



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ChromeDome (Magnezone) @ Leftovers
Ability: Magnet Pull
EVs: 172 HP / 252 SpA / 84 Spe
Modest Nature
- Substitute
- Thunderbolt
- Hidden Power [Grass]
- Metal Sound

Might as well add this, Prefer Sub-mag over scarf or specs as it gives me more flexibility and the ability to scout and force switches. With metal sound special walls aren't safe to stay in on it also prevents it from being setup bait from the likes of mega sable. hp grass is to surprise water/ground type as that is what my opponent usually switches in if they are not using lanturn. Magnezone gives me a better chance at beating water it's highly recommend to use over mawile for consistency. Mag gives me another special attacker and can whittle away grounds with flash cannon, tbolt hits everything else hard.


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Mole Tatics/Darude (Excadrill) @ Choice Scarf
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- X-Scissor/Toxic
- Earthquake
- Iron Head


Enter Excadrill a lovely Late game cleaner, it handles Rotom-wash and can revenge kill Charizard Y, bugs, and weakened pokemon with a neutral earthquake and Iron head. 135 atk is nothing laugh at. I have no need for rapid spin besides spike stacking teams which aren't that common, so i used -X-scissor for celebii. Excadrill can abuse RNG because of the flinch hax which sometimes wins me games. Toxic with mold breaker can hit magic bounce users if need be.

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BloodLust (Doublade) @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Sacred Sword

At first glance My team looks like it would lose to bisharp alone but this thing can slow it down because of it's massive defense stat. In some essence Doublade is more threatening than Aegislash because of how bulky it is. This thing lives hits it really shouldn't and once its set up there is no stopping it unless it gets hit by super effective special attacks or is already low on hp. Shadow sneak is to make up for Doublade slow speed and its very threatening because of the ghost steel typing. This helps with Mega medicham, Mega gardevoir, and Heracross. I Use this pokemon to spinblock as well. I used Iron head instead of gyro ball because it is more consistent, Sacred sword is self explanatory it helps with bulk up/Curse users and normal types.
252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 240 HP / 0 Def Eviolite Doublade: 205-244 (64.2 - 76.4%) -- guaranteed 2HKO

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I did get 18 consecutive wins before I had to fight the same ppl consecutively, all being other ms2. probably could go higher now but can't be bothered at this point

Scpinion yet another steel mono, this one is not cookie cutter at least

Disclaimer: I do not own ANY of the art used above; they belong to their respected owners. don't know how to resize pics with this editor so my bad for obnoxiously large pics.
 
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Hey, dude! Cool team, some odd sets though. Here's a rate:
  • The first thing I noticed is the complete lack of skarmory, you should definitely change Skarmory>Bronzong. Skarmory outclassed zong as a hazard setter and as a wall for steel teams. It has access to both type of hazards, rocks and spikes, and has amazing defense and the recovery move roost, which is really nice for consistent walling. It can also phaze out potential set-up mons with whirlwind and has sturdy which helps vs fire and other steel teams. Overall, an amazing mandatory mon for steel. Zong, on the other hand, has no consistent recovery.
  • Second thing is that if you are still confused about mawile and magnezone, definitely go zone. Mawile is much too frail and weak and really doesn't serve any relevant role on a steel team. Zone, however, is an amazing mon that helps vs a ton of match ups. The scarf set with magnet pull is the most common and most useful set. It helps destroy flying, which has many threats like zard and lando, by trapping skarm, strong electric stab+momentum, and HP Ice for ground/flying mons. It also helps with the water match up because it can consistently check the biggest threat to steel, keldeo. An amazing mon in general.
  • The tran set is a bit off honestly. 3 attacks + taunt is really nice because it can prevent hazards, defog, and set up. I'd go ahead and replace Taunt>HP Ice because magnezone would have ice coverage and tran is too slow and dies if the balloon is broken. I'd also go Ancient Power>Stone Edge because tran needs to run timid to maintain its bulk and edge with no attack investments doesn't ohko zard and bulky volc regardless and can miss. AP 2ohkos both and also beats +1 volc 1v1.
That's all I got, so here are the sets!
Magnezone @ Choice Scarf.
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Flash Cannon

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rocks
- Whirlwind
- Brave Bird
- Roost

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Taunt
- Ancient Power
gl! :)
 
Hey, cool team there! Here's one thing I'd like to add on to Lax's suggestions.

Modify the Mega-Scizor spread to make better use of its defensive capabilities while still putting its offensive potential to use.
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 84 Atk / 176 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- Knock Off / Bug Bite
Other than that the team looks solid. Hope the suggestion helped and good luck with the team!
 
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